
struct VS_IN
{
	float3 posL : POSITION;
	float2 texCoord : TEXCOORD0;
	float size : TEXCOORD1;
	float opacity : TEXCOORD2;
};

struct VS_OUT
{
};
 
VS_OUT VS(VS_IN vIn)
{
	VS_OUT vOut;	
	return vOut;
}

float4 PS(VS_OUT pIn) : SV_Target
{
	return float4(1.0f, 1.0f, 1.0f, 1.0f);
}

technique11 Layout
{
	pass P0
	{
		SetVertexShader( CompileShader( vs_5_0, VS() ) );
		SetGeometryShader( NULL );
		SetPixelShader( CompileShader( ps_5_0, PS() ) );
	}
}
